Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Psyshot |
Level / Exp | 50 / 4233% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 160 (base 60) |
Dexterity | 133 (base 62) |
Constitution | 77 (base 8) |
Magic | 42 (base 16) |
Willpower | 82 (base 34) |
Cunning | 158 (base 65) |
Resources
Life | 1409/1409 |
Psi | 112/112 |
Steam | 100/100 |
Healing Factor | 1.4288825910932 |
Regeneration | 1.9289914979758 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 8 |
See Stealth | 10 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 188 |
Accuracy | 89 |
Crit Chance | 96% |
APR | 65 |
Speed | 1.00 |
Offense: Offhand
Damage | 188 |
Accuracy | 89 |
Crit Chance | 96% |
APR | 65 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Physical | +234% |
Mind | +14% |
Light | +22% |
Cold | +22% |
Blight | +17% |
Arcane | +20% |
Fire | +15% |
All | +2% |
Offense: Damage Penetration
Nature | +15% |
Acid | +5% |
Light | +5% |
Mind | +15% |
Darkness | +10% |
Physical | +99% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 91.368327183719 (100%) |
Defense | 57 |
Ranged Defense | 59 |
Fatigue | 36 |
Physical Save | 79 |
Spell Save | 41 |
Mental Save | 69 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 61%( 70%) |
Physical | + 62%( 70%) |
Cold | + 66%( 70%) |
All | + 32%( 70%) |
Darkness | + 57%( 70%) |
Mind | + 38%( 70%) |
Fire | + 47%( 70%) |
Lightning | + 59%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Silence Resistance | 35% |
Confusion Resistance | 0% |
Knockback Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.8 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 255% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 10 turns. While Heroism is active, you will only die when reaching -973 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -916 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Night Terror |
talent | Gestalt |
talent | Embedded Restoration Systems |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Sleep (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (10 def, 24 armour) Unbreakable Greaves (10 def, 24 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +24 Armour Hardiness: +20% Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +24 Str / -7 Dex / +12 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | pouch of voratun shots 'Erynik' (19/19, 182% power, 6 apr) pouch of voratun shots 'Erynik' (19/19, 182% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +22.0% Capacity: 19 On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing * cripple the target Damage (Ranged): +24 blight / +18 bleed Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 mind When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Marduhor Marduhor Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +3 Cun Changes resistances: +3% physical Changes resistances penetration: +26% physical Changes damage: +20% light / +21% physical Grants telepathy: Humanoid/Orc Physical save: +12 (+2 eff.) Mental save: +31 (+8 eff.) Maximum life: +58.00 Light radius: +8 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eastern Wood Hat (18 def, 0 armour) Eastern Wood Hat (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +18 (+5 eff.) Changes stats: +26 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +18 (+4 eff.) Blindness immunity: +100% Silence immunity: +0% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Dakhtun's Gauntlets (0 def, 8 armour) Dakhtun's Gauntlets (0 def, 8 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +8 Changes stats: +8 Str / +8 Mag Changes damage: +10% physical Talent granted: +5 Hand Cannon Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Glintvile (dig speed 3 turns) Glintvile (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +16 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Str Changes resistances: +6% blight / +2% physical / +6% fire Critical mult.: +34.00% Physical save: +12 (+2 eff.) Maximum life: +28.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Dex / +9 Cun / +5 Con Changes resistances: +9% mind / +19% physical Changes resistances penetration: +15% mind / +10% fire Changes damage: +19% physical / +9% mind / +9% arcane Spell save: +18 (+6 eff.) Maximum stamina: +37.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Betorialle the voratun ring Betorialle the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +12 Changes stats: +11 Dex / +22 Wil / +20 Cun Changes resistances: +18% acid / +2% physical / +40% cold Changes damage: +20% cold Spell save: +36 (+12 eff.) Mental save: +24 (+6 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Around neck | voratun amulet 'Ivyvea' voratun amulet 'Ivyvea'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 16 arcane Changes stats: +4 Wil Changes damage: +15% blight / +13% fire / +24% physical Critical mult.: +20.00% Maximum stamina: +15.00 Spellpower: +15 (+3 eff.) Infravision radius: +3 Amulets can have magical properties. |
In main hand | Gloomwrack the voratun steamgun Gloomwrack the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 156 damage On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +25 nature Burst (radius 1) on hit: +6 darkness / +2 light Burst (radius 2) on crit: +4 mind Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +15% nature / +22% physical / +10% darkness / +5% light Changes damage: +3% mind / +43% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +15.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Gobers the hardened leather belt Gobers the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Con Changes resistances: +6% blight Changes resistances penetration: +14% physical Changes damage: +9% arcane / +17% physical Reduces incoming crit damage: 15.00% Physical save: +36 (+7 eff.) Silence immunity: +35% A belt that goes around your waist. |
In off hand | Sootsquall Sootsquall Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 42% chance to cause random gloom * flashes light on your target dealing 177 damage Travel speed: +600% Burst (radius 2) on crit: +4 acid Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +5% acid / +22% physical Changes damage: +61% physical Talents cooldown: Trick Shot (-4 turns) Strafe (-4 turns) Double Shots (-4 turns) Critical mult.: +15.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | elven-silk cloak 'Isibretha' (22 def, 0 armour) elven-silk cloak 'Isibretha' (22 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +22 (+6 eff.) Fatigue: -2% Changes stats: +12 Str / +8 Dex / +3 Wil / +8 Con Changes resistances: +13% acid / +10% fire / +40% lightning / +10% cold Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 5.00% Physical save: +18 (+4 eff.) Spell save: -33 (-16 eff.) Stun/Freeze immunity: +50% Stamina each turn: +0.60 Mana each turn: -0.60 Infravision radius: +3 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Turekalthontir the voratun plate armour (18 def, 19 armour) Turekalthontir the voratun plate armour (18 def, 19 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +19 Defense: +18 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 14 light / 16 physical Changes stats: +31 Str / +12 Dex / +12 Mag / +19 Wil / +12 Cun / +29 Con Changes resistances: +30% blight / +30% darkness Changes damage: +12% physical Reduces incoming crit damage: 20.00% Physical save: +8 (+2 eff.) Maximum life: +193.00 Light radius: +6 Infravision radius: +2 See invisible: +3 A suit of armour made of metal plates. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant of the duelist (efficiency 272% / cooldown 82%) medical injector implant of the duelist (efficiency 272% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 272% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 228% / cooldown 75%) medical injector implant of the psychic (efficiency 228% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 228% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 168% / cooldown 56%) medical injector implant of the psychic (efficiency 168% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 131% / cooldown 51%) medical injector implant of the wizard (efficiency 131% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 21) steam generator implant of the duelist (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.4 steam per turn. Can be activated for an instant burst of 107 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 21) steam generator implant of the duelist (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.9 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 22) steam generator implant of the duelist (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.6 steam per turn. Can be activated for an instant burst of 108 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 21) steam generator implant of the sneak (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 858 over 5 turns) regeneration infusion of the sneak (heal 858 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 858 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 924 over 5 turns) regeneration infusion of the sneak (heal 924 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 924 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1054 over 5 turns) regeneration infusion of the warrior (heal 1054 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1054 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 36%; cure magical, mental) wild infusion of the psychic (resist 36%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 36%; cure magical, mental) wild infusion of the sneak (resist 36%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 45%; cure mental, physical) wild infusion of the sneak (resist 45%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 45% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 34%; cure magical) wild infusion of the sneak (resist 34%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 28%; cure magical, physical) wild infusion of the titan (resist 28%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 30%; cure magical, physical) wild infusion of the warrior (resist 30%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 32%; cure magical, mental) wild infusion of the warrior (resist 32%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 34%; cure magical, physical) wild infusion of the warrior (resist 34%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (929% speed; 7 turns) movement infusion of the duelist (929% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 929% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (774% speed; 5 turns) movement infusion of the sneak (774% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1000% speed; 7 turns) movement infusion of the sneak (1000% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1000% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1068% speed; 7 turns) movement infusion of the warrior (1068% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1068% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1139% speed; 8 turns) movement infusion of the warrior (1139% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1139% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1003% speed; 7 turns) movement infusion of the warrior (1003% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1003% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (877% speed; 5 turns) movement infusion of the warrior (877% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 877% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1192% speed; 7 turns) movement infusion of the warrior (1192% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1192% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+25 for 12 turns, die at -691) heroism infusion of the duelist (+25 for 12 turns, die at -691)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -691 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the duelist (+26 for 11 turns, die at -1236) heroism infusion of the duelist (+26 for 11 turns, die at -1236)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1236 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+28 for 9 turns, die at -1130) heroism infusion of the sneak (+28 for 9 turns, die at -1130)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 9 turns. While Heroism is active, you will only die when reaching -1130 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+27 for 10 turns, die at -1172) heroism infusion of the sneak (+27 for 10 turns, die at -1172)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -1172 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+29 for 11 turns, die at -772) heroism infusion of the warrior (+29 for 11 turns, die at -772)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 11 turns. While Heroism is active, you will only die when reaching -772 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+29 for 12 turns, die at -1201) heroism infusion of the warrior (+29 for 12 turns, die at -1201)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 12 turns. While Heroism is active, you will only die when reaching -1201 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+28 for 11 turns, die at -888) heroism infusion of the warrior (+28 for 11 turns, die at -888)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 11 turns. While Heroism is active, you will only die when reaching -888 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 912 for 6 turns) shielding rune of the sneak (absorb 912 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 912 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 789 for 6 turns) shielding rune of the sneak (absorb 789 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 789 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 873 for 7 turns) shielding rune of the warrior (absorb 873 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 873 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 906 for 6 turns) shielding rune of the warrior (absorb 906 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 906 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (478.00 temporal damage, removed from time 4 turns) Rune of the Rift (478.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 487.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (583 lightning damage) lightning rune of the duelist (583 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 194.28 to 582.83 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (526 lightning damage) lightning rune of the sneak (526 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 175.24 to 525.71 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Waterproof Coatingschematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet 'Isemina' steel amulet 'Isemina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Str Changes resistances: +6% physical Changes resistances penetration: +20% physical Stamina each turn: +0.50 Healing mod.: +10% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 12 turns, there's a 29% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Eluretha the Galecrypt Eluretha the GalecryptInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Damage when hit (Melee): 8 mind / 16 lightning Changes stats: +9 Wil Changes resistances: +12% lightning / +8% physical Changes resistances cap: +6% all Changes resistances penetration: +10% lightning Changes damage: +3% mind / +15% lightning Physical save: +23 (+5 eff.) Stamina each turn: +1.00 Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Urthathel the stralite amulet Urthathel the stralite amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +7 Dex / +7 Mag / +2 Con Changes resistances: +18% lightning Changes damage: +13% darkness / +13% temporal / +16% light / +13% physical Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Spell crit. chance: +9% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Giledig' stralite amulet 'Giledig'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +18% acid / +6% nature Grants telepathy: Humanoid/Orc Physical save: +9 (+2 eff.) Cut immunity: +20% Teleport immunity: +50% It can be used to teleport you randomly (rad 52), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +10% all Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Mardurion the Dimstreak Mardurion the DimstreakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +10 (+2 eff.) Defense: +20 (+5 eff.) Changes stats: +4 Mag / +3 Cun / +18 Lck Changes resistances: +29% fire / +3% darkness / +30% cold Changes damage: +10% physical Critical mult.: +5.00% Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +2.00 Infravision radius: +4 See invisible: +3 Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Tarremayon the voratun amulet Tarremayon the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+5 eff.) Changes stats: +20 Lck Changes resistances: +5% arcane / +6% light / +20% nature Reduces incoming crit damage: 15.00% Blindness immunity: +10% Poison immunity: +25% Disease immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
voratun amulet 'Ce'Nygawe' voratun amulet 'Ce'Nygawe'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +18 (+5 eff.) Damage when hit (Melee): 16 blight Changes stats: +20 Lck Changes resistances: +24% lightning / +3% physical / +20% mind / +3% fire Changes damage: +9% temporal Spell save: +30 (+10 eff.) Confusion immunity: +43% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chamugorn the Nightbrand Chamugorn the NightbrandCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Wil / +3 Con Changes resistances penetration: +15% arcane / +10% darkness Changes damage: +6% blight Critical mult.: +20.00% Spell save: +13 (+4 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Maximum stamina: +16.00 Rings can have magical properties. |
Earosin the Lavatrencher Earosin the LavatrencherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +30% fire Stun/Freeze immunity: +30% Life regen: +2.20 Rings can have magical properties. |
Ashgash AshgashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes stats: +6 Cun Changes damage: +30% blight / +12% fire Rings can have magical properties. |
Cuthedokor the Searreeve Cuthedokor the SearreeveInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +11 (+2 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +7 Str / +10 Con Changes resistances: +30% fire Changes damage: +24% fire Life regen: +1.20 Maximum life: +76.00 Healing mod.: +35% Rings can have magical properties. |
Layuna LayunaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +7 Mag / +5 Wil / +3 Con Changes damage: +12% physical Grants telepathy: Demon/Minor Demon/Major Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) Confusion immunity: +40% Maximum stamina: +23.00 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
Porodavea PorodaveaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid / 8 temporal Changes stats: +14 Mag / +24 Wil / +7 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +6% acid Spellpower: +24 (+4 eff.) Mindpower: +13 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Zuboth the Prismsnake Zuboth the PrismsnakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances penetration: +25% physical Stun/Freeze immunity: +41% Life regen: +2.40 Stamina each turn: +0.40 Only die when reaching: -60.00 life Light radius: +2 Rings can have magical properties. |
stralite ring 'Blazenaught' stralite ring 'Blazenaught'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +42% acid / +9% fire Changes resistances penetration: +25% fire Changes damage: +18% acid / +31% fire Spell save: +37 (+12 eff.) Rings can have magical properties. |
stralite ring 'Isluyamira' stralite ring 'Isluyamira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +30.00% Blindness immunity: +44% Mana each turn: +0.12 Spell crit. chance: +3% Mindpower: +6 (+1 eff.) Infravision radius: +6 See stealth: +17 See invisible: +21 Rings can have magical properties. |
Barylach the voratun ring Barylach the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 16 acid Changes stats: +10 Dex / +7 Mag / +7 Wil / +9 Cun Changes resistances: +30% acid / +28% fire / +24% lightning / +29% cold Changes resistances penetration: +15% blight Spell save: +20 (+7 eff.) Mana each turn: +0.04 Mana when firing critical spell: +4.00 Spellpower: +13 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Chalugrim the Flamewedge Chalugrim the FlamewedgeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +10 Wil Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +24% mind / +18% fire Mental save: +20 (+5 eff.) Rings can have magical properties. |
Eilinura the Boltfist Eilinura the BoltfistCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +14 (+3 eff.) Changes stats: +9 Dex / +6 Wil / +8 Cun Changes damage: +18% lightning / +7% all Physical save: +6 (+1 eff.) Mental save: +12 (+3 eff.) Life regen: +1.00 Spellpower: +11 (+2 eff.) Mindpower: +16 (+3 eff.) Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Modas the voratun ring Modas the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+5 eff.) Damage when hit (Melee): 12 mind Changes stats: +7 Cun / +8 Mag Changes resistances penetration: +10% mind Changes damage: +7% all Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Equilibrium when hit: +0.04 Psi when hit: +0.04 Spellpower: +45 (+8 eff.) Mindpower: +29 (+6 eff.) Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
painweaver's voratun ring of blinding strikes painweaver's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 24% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 38 light Changes damage: +6% all Spellpower: +13 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Beoblek' voratun ring 'Beoblek'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +15 (+3 eff.) Defense: +20 (+5 eff.) Changes stats: +9 Str / +10 Dex / +10 Cun / +12 Con Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +3% blight / +6% temporal See invisible: +6 Rings can have magical properties. |
voratun ring 'Bilekarma' voratun ring 'Bilekarma'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +4 Str / +3 Dex Changes resistances: +40% acid Changes damage: +20% acid / +21% nature / +9% arcane Mana when firing critical spell: +3.00 See invisible: +29 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
voratun ring 'Daimofast' voratun ring 'Daimofast'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 24 acid Changes stats: +3 Wil Changes resistances penetration: +10% blight Changes damage: +6% temporal Critical mult.: +30.00% Silence immunity: +42% Mana each turn: +0.57 Rings can have magical properties. |
voratun ring 'Gloriwyn' voratun ring 'Gloriwyn'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +17 Str / +14 Con Physical save: +3 (+1 eff.) Poison immunity: +15% Disarm immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +47% Knockback immunity: +10% Life regen: +4.80 Rings can have magical properties. |
voratun ring 'Gybrema' voratun ring 'Gybrema'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 arcane Changes stats: +14 Mag / +7 Wil / +8 Cun Changes resistances: +9% temporal Disease immunity: +15% Silence immunity: +44% Mana each turn: +0.31 Spellpower: +25 (+4 eff.) Rings can have magical properties. |
warrior's voratun ring of darkness (+40%) warrior's voratun ring of darkness (+40%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +40% darkness Changes damage: +20% darkness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Velenn' (169% power, 4 apr)voratun battleaxe 'Velenn' (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +5% physical Reduces incoming crit damage: 20.00% Mental save: +30 (+7 eff.) Blindness immunity: +20% Cut immunity: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
Radianceclamor (108% power, 3 apr) Radianceclamor (108% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 insidious poison When wielded/worn: Changes stats: +2 Dex / +6 Wil Changes resistances penetration: +20% light / +25% mind Changes damage: +30% light Grants telepathy: Dragon Demon/Major Demon/Minor Sharp, long, and deadly. |
Poluvea the voratun dagger (160% power, 16 apr) Poluvea the voratun dagger (160% power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Lightning Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +48% When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +2 Cun Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Cut immunity: +25% Confusion immunity: +10% Pinning immunity: +10% Sharp, short and deadly. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Critical mult.: +0.00% Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Core of the Forge (127% power, 40 apr, dreamforge damage) Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Critical mult.: +0.00% Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 49.03 mind damage, 49.46 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.43 mind and 4.46 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (124% power, 40 apr, nature damage) Eyal's Will (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 78.25 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Hanegund the Stokebrawn (115% power, 40 apr, mind damage) Hanegund the Stokebrawn (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances: +3% fire / +6% cold / +6% nature / +10% mind Changes resistances penetration: +10% mind / +10% fire Changes damage: +25% lightning / +24% fire / +8% mind / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Psi when hit: +2.50 Mindpower: +22 (+5 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
living mindstar 'Gleamsorrow' (113% power, 40 apr, mind damage) living mindstar 'Gleamsorrow' (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 17 lightning Changes stats: +3 Str / +3 Dex / +4 Mag / +6 Wil / +6 Cun / +3 Con Changes resistances: +6% blight / +10% physical / +20% lightning Changes resistances penetration: +20% lightning / +8% physical Changes damage: +15% lightning / +10% physical / +10% nature / +12% light Critical mult.: +0.00% Disease immunity: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sootkiss the iron steamsaw (114% power, 0 apr) Sootkiss the iron steamsaw (114% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 114% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +14 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% nature / +6% darkness Changes resistances penetration: +20% darkness / +10% nature Changes damage: +31% darkness Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Camasin the Corruptionpride (151% power, 25 apr) Camasin the Corruptionpride (151% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Burst (radius 2) on crit: +20 fire Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +14 Armour: +21 Armour Hardiness: +10% Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +19% physical Changes resistances penetration: +15% physical / +10% nature / +15% fire Changes damage: +6% nature / +15% physical Talent granted: +3 Block Light radius: +3 Global speed: +6% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Tempestthorn the voratun steamsaw (165% power, 25 apr) Tempestthorn the voratun steamsaw (165% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 166% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 12 lightning / 8 temporal Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +20% temporal Changes damage: +24% lightning Talent granted: +3 Block Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Bokyyador the dragonbone longbow Bokyyador the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +53 nature / +106 fire When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% mind / +15% all Changes resistances penetration: +21% nature / +41% fire Mental save: +6 (+1 eff.) Maximum psi: +10.00 Mental crit. chance: +1% Global speed: +18% Heals friendly targets nearby when you use a nature summon: +20 Longbows are used to shoot arrows at your foes. |
Darkriver DarkriverRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 light When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +18% darkness Changes resistances penetration: +14% lightning Changes damage: +30% light / +15% darkness Slings are used to hurl stones or metal shots at your foes. |
Blindwoe the dwarven-steel steamgun Blindwoe the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% light / +3% physical Changes damage: +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Critical mult.: +26.00% Maximum encumbrance: +40 Infravision radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Murderfang's Surekill Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Dreamweaver DreamweaverRequires: - Willpower 18 - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Critical mult.: +0.00% Mindpower: +15 (+3 eff.) Mental crit. chance: +7% Steampower: +5 (+1 eff.) It can be used to throw the gun and cause it to explode, dealing by 390 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns, costing 20 power out of 20/20. This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Flashtrencher FlashtrencherRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * 40% chance to blind Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +5 Dex / +2 Wil Changes resistances penetration: +17% physical Changes damage: +20% physical Critical mult.: +0.00% Infravision radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blindgrind the pouch of voratun shots (23/54, 173% power, 18 apr) Blindgrind the pouch of voratun shots (23/54, 173% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 174% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 54 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Ranged): +20 temporal / +4 darkness / +12 mind / +20 bleed / +20 nature Burst (radius 1) on hit: +8 darkness / +8 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
Flashparry (25/25, 177% power, 6 apr) Flashparry (25/25, 177% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 25 On weapon hit: * 49% chance to inflict 15% damage reduction * 49% chance to daze at end of turn Damage (Melee): +28 lightning / +20 darkness Damage (Ranged): +28 lightning / +20 darkness Burst (radius 1) on hit: +20 arcane When wielded/worn: Shots are used with slings to pummel your foes to death. |
Radhodogen the Arcoracle (20/20, 176% power, 6 apr) Radhodogen the Arcoracle (20/20, 176% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Ranged): +8 acid / +20 cold Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
Xanimina (19/46, 166% power, 6 apr) Xanimina (19/46, 166% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 46 On weapon hit: * 18% chance to disease * 20% chance to curse the target Damage (Ranged): +37 blight / +20 darkness / +24 arcane Burst (radius 1) on hit: +4 arcane / +8 mind Burst (radius 2) on crit: +4 arcane / +4 mind When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of daylight (19/19, 176% power, 6 apr) deadly pouch of voratun shots of daylight (19/19, 176% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Damage (Melee): +16 light Damage (Ranged): +16 light Damage against: +30% Undead When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Blindtaint' (20/20, 179% power, 18 apr) pouch of voratun shots 'Blindtaint' (20/20, 179% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 20 On weapon hit: * 40% chance to cause random gloom Travel speed: +200% Damage (Ranged): +16 blight / +20 darkness Burst (radius 1) on hit: +16 darkness / +12 blight Burst (radius 2) on crit: +4 blight / +4 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Ce'Nutira the Blazestake (5 def, 6 armour)Ce'Nutira the Blazestake (5 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Damage when hit (Melee): 24 fire Changes resistances: +15% light / +12% lightning Reduces incoming crit damage: 20.00% Physical save: +18 (+4 eff.) Spell save: +22 (+7 eff.) Blindness immunity: +20% Pinning immunity: +35% Stun/Freeze immunity: +15% Knockback immunity: +30% Spellpower: +4 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +0 Str / +0 Dex / +0 Mag / +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+3 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Vorota the voratun plate armour (9 def, 16 armour) Vorota the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+4 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 20 acid / 22 fire Damage when hit (Melee): 16 acid / 15 fire Changes stats: +9 Str / +0 Dex / +10 Mag / +14 Wil / +0 Cun / +0 Con Changes resistances: +26% acid / +24% fire / +7% arcane / +20% lightning Grants telepathy: Demon/Minor Demon/Major Spell save: +25 (+8 eff.) Mental save: +30 (+7 eff.) Psi when hit: +0.16 Maximum hate: +4.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Mindpower: +23 (+5 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
voratun plate armour 'Dairanarinik' (9 def, 16 armour) voratun plate armour 'Dairanarinik' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 physical Changes stats: +18 Str / +4 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +29% physical / +9% arcane / +36% darkness Changes damage: +6% physical Spell save: +44 (+15 eff.) Mental save: +6 (+1 eff.) Maximum life: +40.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Splendourbile the drakeskin leather belt Splendourbile the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 24 light Changes stats: +7 Str / +5 Dex / +7 Wil / +7 Cun Changes resistances: +15% blight / +9% mind / +15% light Changes damage: +9% blight / +12% light / +15% mind Physical save: +19 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Light radius: +3 A belt that goes around your waist. |
Tempestqueller (3 def, 9 armour) Tempestqueller (3 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 temporal / 4 fire Changes stats: +3 Cun / +4 Dex Changes resistances: +0% lightning / +12% temporal / +17% cold Changes resistances penetration: +15% arcane / +20% fire Changes damage: +13% arcane / +9% lightning Critical mult.: +28.00% Stun/Freeze immunity: +0% Maximum mana: +49.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusdash (0 def, 3 armour) Nimbusdash (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 acid Changes resistances: +15% lightning Changes resistances penetration: +20% lightning / +25% acid Changes damage: +24% acid / +9% lightning Life regen: +3.90 Light radius: +3 Healing mod.: +21% A pair of boots made of leather. |
Torodor (0 def, 3 armour) Torodor (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% arcane Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +25.00% Mental save: +6 (+1 eff.) Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +37% Psi when hit: +0.08 Mindpower: +2 (+1 eff.) A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
pair of drakeskin leather boots 'Falerig' (0 def, 22 armour) pair of drakeskin leather boots 'Falerig' (0 def, 22 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +22 Fatigue: +5% Damage when hit (Melee): 24 blight Changes stats: +15 Lck / +8 Dex Changes resistances: +9% light / +6% nature Critical mult.: +15.00% Stealth bonus: +14 Teleport immunity: +20% Mindpower: +8 (+2 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Flarefame' (0 def, 11 armour) pair of drakeskin leather boots 'Flarefame' (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +1 Wil Changes resistances: +3% fire / +27% temporal / +32% darkness / +6% nature Changes resistances penetration: +18% darkness / +17% temporal Poison immunity: +15% Silence immunity: +38% Confusion immunity: +43% Stun/Freeze immunity: +50% Only die when reaching: -40.00 life Maximum mana: +20.00 Spell crit. chance: +3% Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 228.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
fearwoven cashmere wizard hat of corrosion (+22%) (2 def, 0 armour) fearwoven cashmere wizard hat of corrosion (+22%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +22% acid / +10% physical / +13% darkness Changes damage: +15% acid / +10% physical / +10% darkness Maximum hate: +8.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Shineward' (0 def, 5 armour) drakeskin leather hat 'Shineward' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 31% chance to blind Changes resistances: +15% nature Changes resistances penetration: +15% blight / +26% light Changes damage: +31% blight Spell save: +10 (+3 eff.) Maximum life: +78.00 Healing mod.: +19% A hat made of leather. Very stylish. |
Adyldama (0 def, 1 armour) Adyldama (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +7 Dex / +0 Cun / +6 Con Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather. |
Sunwoe (0 def, 3 armour) Sunwoe (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +9% mind Changes resistances penetration: +25% mind Changes damage: +21% mind / +6% fire It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2780.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
Umbrapierce (2 def, 0 armour) Umbrapierce (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 darkness / 8 fire Changes resistances: +24% darkness Changes resistances penetration: +15% darkness / +15% fire Changes damage: +31% darkness / +24% fire A pointy cloth hat, very wizardly... |
Xuyawe the Furnaceonslaught (0 def, 3 armour) Xuyawe the Furnaceonslaught (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +18% mind / +18% fire Changes resistances penetration: +20% fire Changes damage: +9% mind / +15% fire Mental save: +51 (+12 eff.) Confusion immunity: +25% Psi when hit: +0.12 A cap made of leather. |
Salabreda the drakeskin leather cap (0 def, 7 armour) Salabreda the drakeskin leather cap (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Armour: +7 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +3 Str / +4 Dex / +4 Cun / +3 Con Changes resistances: +15% acid / +2% physical / +8% fire / +10% cold / +13% lightning Changes resistances penetration: +10% physical Only die when reaching: -40.00 life Maximum life: +30.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2780.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
iron helm 'Phoenixprophet' (0 def, 5 armour) iron helm 'Phoenixprophet' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Wil / +4 Cun Changes resistances: +6% fire Mental save: +0 (+0 eff.) Light radius: +0 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 33.26 fire and 96.59 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 256.36 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eilinarinne the voratun helm (0 def, 5 armour) Eilinarinne the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances penetration: +20% mind Changes damage: +9% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +25.00% Mindpower: +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Silence immunity: +0% Light radius: +0 A Helmet. But with steam power! |
Velilethra the Dayreek (0 def, 5 armour) Velilethra the Dayreek (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil Changes resistances: +9% nature / +9% darkness Changes resistances penetration: +10% light Changes damage: +24% light Critical mult.: +20.00% Mental save: +15 (+4 eff.) Psi when hit: +0.28 Mental crit. chance: +7% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 sapphire 14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl 13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2548 alchemist agate 2548 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
55 alchemist bloodstone 55 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 See stealth: +0 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 367.20 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Prismward the dwarven lantern Prismward the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +21 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +5 Wil Changes resistances: +12% light Changes resistances penetration: +10% light / +27% all Changes damage: +6% blight / +0% light Critical mult.: +17.00% Light radius: +8 See stealth: +0 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Balanceonslaught' dwarven lantern 'Balanceonslaught'Powered by arcane forces Crafted by a master -2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * Slows global speed by 35% * 15% chance to corrode armour by 30% Changes stats: +24 Mag Changes resistances: +3% acid Changes resistances penetration: +15% all Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +20 (+5 eff.) Equilibrium when hit: +0.12 Spellpower: +48 (+8 eff.) Mindpower: +2 (+1 eff.) Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 See stealth: +0 Healing mod.: +10% It can be used to call light (136 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun grip voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 18] amazing fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 74% efficiency and 128% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (18% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 18] amazing frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 74% efficiency and 128% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 259] amazing healing salve [power 259]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 74% efficiency and 128% cooldown modifier. It can be used to heal 259, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 227] amazing pain suppressor salve [power 227]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 74% efficiency and 128% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -227 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 18] amazing water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 74% efficiency and 128% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven-steel pickaxe 'Searwolf' (dig speed 15 turns) dwarven-steel pickaxe 'Searwolf' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +4 Str / +7 Dex / +3 Wil Changes resistances: +9% fire / +8% physical Changes damage: +30% fire Grants telepathy: Dragon When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glarebraid the voratun pickaxe (dig speed 24 turns) Glarebraid the voratun pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +8 Str Changes resistances: +6% light / +12% darkness Changes resistances penetration: +15% light Changes damage: +12% light / +12% darkness Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Velibretira the Mireswift (dig speed 11 turns) Velibretira the Mireswift (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Str / +10 Dex / +2 Mag / +3 Wil / +3 Con Changes damage: +12% nature Reduces incoming crit damage: 15.00% Physical save: +11 (+2 eff.) Spell save: +14 (+5 eff.) Mental save: +13 (+3 eff.) Maximum life: +90.00 Movement speed: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 375.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Toradunaldil [power 4] (10 cooldown) Toradunaldil [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Str / +10 Con Changes resistances penetration: +15% physical Changes damage: +9% physical Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Physical save: +12 (+2 eff.) Life regen: +0.80 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Daireldil the voratun torque of charged psionic shield [power 153] (20 cooldown) Daireldil the voratun torque of charged psionic shield [power 153] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +10.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Con Changes resistances: +12% temporal Maximum wards: +3 physical / +3 mind / +5 darkness Changes damage: +6% physical Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 153 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone totem of cure ailments [power 7] (13 cooldown)overpowered dragonbone totem of cure ailments [power 7] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 7 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Xanevea the Cinderquarry [power 15] (6 cooldown) Xanevea the Cinderquarry [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +18% acid / +15% fire Maximum wards: +2 lightning / +4 temporal / +4 blight / +4 fire / +3 cold Changes damage: +18% acid Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 15, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 negative energy. 100% chance to regenerate 15 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By CP_Vacuum_Shot the Cornac Psyshot level 40
79th Pyre 123rd year of Ascendancy at 18:30 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
32nd Regrowth 124th year of Ascendancy at 06:58 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 39
76th Pyre 123rd year of Ascendancy at 19:48 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
60th Haze 123rd year of Ascendancy at 18:54 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 47
22nd Dusk 123rd year of Ascendancy at 19:45 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
38th Haze 123rd year of Ascendancy at 21:27 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
43rd Haze 123rd year of Ascendancy at 14:38 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 46
16th Dusk 123rd year of Ascendancy at 16:08 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 30
18th Regrowth 123rd year of Ascendancy at 08:44 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
27th Haze 123rd year of Ascendancy at 13:28 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
16th Pyre 124th year of Ascendancy at 03:43 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 8
21st Dusk 122nd year of Ascendancy at 00:31 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
52nd Regrowth 124th year of Ascendancy at 14:36 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 45
13rd Dusk 123rd year of Ascendancy at 01:12 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
16th Haze 123rd year of Ascendancy at 07:46 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
41st Dusk 124th year of Ascendancy at 03:40 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 34
47th Pyre 123rd year of Ascendancy at 16:53 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 26
2nd Regrowth 123rd year of Ascendancy at 03:21 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
68th Dusk 124th year of Ascendancy at 13:25 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 24
9th Decay 122nd year of Ascendancy at 01:56 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 31
19th Regrowth 123rd year of Ascendancy at 14:03 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
35th Pyre 124th year of Ascendancy at 01:15 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
52nd Regrowth 124th year of Ascendancy at 17:01 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
45th Regrowth 124th year of Ascendancy at 18:06 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 30
15th Regrowth 123rd year of Ascendancy at 01:01 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 49
23rd Dusk 123rd year of Ascendancy at 04:37 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
2nd Decay 123rd year of Ascendancy at 21:28 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 10
30th Dusk 122nd year of Ascendancy at 04:58 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 20
74th Haze 122nd year of Ascendancy at 14:26 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 30
14th Regrowth 123rd year of Ascendancy at 10:40 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 40
79th Pyre 123rd year of Ascendancy at 05:01 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
34th Dusk 123rd year of Ascendancy at 06:39 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
39th Dusk 124th year of Ascendancy at 19:50 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
35th Dusk 124th year of Ascendancy at 03:54 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
30th Pyre 124th year of Ascendancy at 09:32 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 45
12nd Dusk 123rd year of Ascendancy at 22:59 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
37th Dusk 124th year of Ascendancy at 11:50 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
7th Decay 123rd year of Ascendancy at 02:16 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 18
31st Haze 122nd year of Ascendancy at 16:51 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 45
12nd Dusk 123rd year of Ascendancy at 18:23 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 35
62nd Pyre 123rd year of Ascendancy at 13:40 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 25
10th Decay 122nd year of Ascendancy at 17:54 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 46
13rd Dusk 123rd year of Ascendancy at 06:14 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
38th Dusk 124th year of Ascendancy at 09:36 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
36th Dusk 124th year of Ascendancy at 09:26 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
68th Dusk 124th year of Ascendancy at 13:23 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
16th Pyre 124th year of Ascendancy at 03:56 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 8
15th Dusk 122nd year of Ascendancy at 21:26 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
31st Pyre 124th year of Ascendancy at 21:27 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
70th Haze 123rd year of Ascendancy at 19:22 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 32
48th Regrowth 123rd year of Ascendancy at 14:56 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
68th Dusk 124th year of Ascendancy at 13:25 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 38
73rd Pyre 123rd year of Ascendancy at 01:32 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 5
8th Flare 122nd year of Ascendancy at 23:19 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 20
75th Haze 122nd year of Ascendancy at 02:08 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 50
41st Dusk 123rd year of Ascendancy at 07:30 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 24
7th Decay 122nd year of Ascendancy at 07:50 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 18
18th Haze 122nd year of Ascendancy at 18:01 see stats
By CP_Vacuum_Shot the Cornac Psyshot level 38
76th Pyre 123rd year of Ascendancy at 10:56 see stats
Log
CP_Vacuum_Shot weaves his cloak!
CP_Vacuum_Shot's tinker attains critical power!
CP_Vacuum_Shot revels in the pain.
A psionic shield forms around CP_Vacuum_Shot.
CP_Vacuum_Shot uses Infusion: Heroism.
Saving game...
Saving done.
Saving game...
Saving done.
Resting starts...
The psionic shield around CP_Vacuum_Shot crumbles.
Talent Condensate is ready to use.
Talent Improved Gestalt is ready to use.
CP_Vacuum_Shot no longer feels strong.
CP_Vacuum_Shot is firmly planted in reality.
Talent Cloak Gesture is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Infusion: Heroism is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
CP_Vacuum_Shot deactivates Molten Iron Blood.
A psionic shield forms around CP_Vacuum_Shot.
CP_Vacuum_Shot tessellates his cloak!
CP_Vacuum_Shot deactivates Embedded Restoration Systems.
CP_Vacuum_Shot deactivates his cloak's restoration systems.
CP_Vacuum_Shot deactivates Gestalt.
CP_Vacuum_Shot deactivates Night Terror.